Progression Series Ep.4 - Finishing Yellow Maps - Path of Exile [3.26]
1 year ago
by Talon Winterfrost1 year agoSubscribe
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318.02K
DPS
15.49K
Effective HP
3.63K
Life
601
Energy Shield
Overview
Progression Series Ep.4 - Finishing Yellow Maps - Path of Exile [3.26] is a Path of Exile Trickster build by Talon Winterfrost, made for the Secrets of the Atlas league (3.26). It is centered on Vaal Cold Snap and plays as a intelligence, spell, area, cold archetype. In Path of Building it reaches 318.02K DPS with 15.49K effective HP, 3.63K life, 601 energy shield. Suited for: Mapping, Expedition, Sanctum. Key uniques include Vaal Caress, Fated End.
Build Video
Talon Winterfrost's Notes
-----PoB 1-----
I used Ethereal Knives in the early levels, then quickly swapped to Freezing Pulse.
I used Freezing Pulse until I got Wintertide Brand and Creeping Frost from the vendor. -> This is where I switched to Cold DoT.
I replaced Creeping Frost with Vortex once I got Vortex from the vendor, then I replaced Wintertide Brand with Vaal Cold Snap.
Before respec tree - The basic starting tree, without any respec-ing. Points can be taken in any order. I rushed Mysticism, then Vampirism.
Vaal Caress is a broken Cold DoT leveling item. Socket Vaal Cold Snap in here.
Dual Rune Dagger Setup with Whirling Blades is super fast, especially with Vaal Caress.
Price: Daggers - 2c total
Vaal Caress - 1c unique
Other gear - SSF gear
-----PoB 2-----
Spent 10c for Fated End, the most OP ring in the game for Cold DoT.
Compared to Doedre's Damning or Anathema, Fated End provides certain upsides, such as:
- much more dps than a perfect fractured hellical ring and much more dps than the other 2 ring options
- enables Bane as a curse trigger skill, which doesn't reduce curse effect anymore with this ring and instead, the curses have more ramp time
- enables the curse mastery "Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds" -> 100% consistent while mapping ; huge defensive layer early
- bane feels SOOO GOOD to use ( you cast 2-3 curses at once ) -> BIG QoL and speed ; my build can do sanctum runs due to this
- my build has a 4L setup as follows: Bane, Hex Bloom + 2 curses -> the setup with other 2 rings won't have hex bloom, which is a big drop in QoL and speed
- you can focus on damaging curses entirely or a combination of defence/offence
-> this setup is still superior to the other 2 ring options, because that specific defensive curse is giga boosted
( you double down on 1 specific type of curse, rather than getting enfeeble + temp chains together or just 1 of them ).
Downsides:
- skill issue ( if Bane is recasted while a boss is already cursed, then the curse effect won't ramp up to maximum and it resets to 0 curse effect bonus -> you lose dps!! )
- no good suffixes are present on this ring ( besides some %ES from intelligence ) -> no resists, a bit painful to fix
- bane needs to be recasted more frequently ( curse duration is uselles with this ring )
You can't invest into curse effect points on the tree, because the ring already ramps up curse effect to a certain maximum ( you have to use alternative damage points ).
-> this can be an upside or a downside, depending how you build your character. For me it's an upside, because I already invest into cluster jewel setups.
About the "Curse Duration Expired on Enemy" PoB Config setting:
It's set to 3, because with perfect rolls, this ring gives 120% bonus curse effect to each curse. Those curses ramp up to maximum in 6 seconds.
To obtain the accurate consistent dps, we have to do: (220-100)/2 = 60% consistent curse effect dps, which is obtained in 6/2 = 3 seconds.
Bane makes the curse ramp take longer ( ramp up time becomes more than 6 seconds due to bane's curse penalty ), which means that in reality, you will have a bit more damage
than the numbers shown in PoB.
*** I don't put Curse Duration Expired on Enemy = 4, because the math for bane might result in that duration being something around 3.4 -3.6 seconds or other numbers
that aren't integers ( the game has a tendency to downgrade numbers to the closest integer value ) ***
-----PoB 3-----
5 deaths total at lvl 82 - mercenaries became too op in maps ( be aware of physical slam skills, they one shot tricksters! )
- added new ring, new life flask, new boots
Price: Daggers - 2c total
Vaal Caress - 1c unique
New boots - 1c + 3c on implicits = 4c ( not necessary to add implicits, yet )
Other gear - SSF gear
-----PoB 4-----
Death counter: 11 -> certain mercs just one shot, or juicy expeditions with hits can't be evaded
Working towards double curse setup with bane + fated end.
Took the caster mastery that opens chest ( super useful in expeditions ).
Runegrafted the most op mastery for OG Cold DoT: Gain 1 Vaal Soul per second -> Cost: 30c
-> makes Vaal Cold snap super consistent in maps and later on it can become a reliable frenzy charge generation tool during boss fights
The mastery for daggers solo carries early progression and even the endgame. I get 20% suppress with some movement speed and much needed attack speed for whirling blades.
-> I almost have capped suppression with no investment in gear!
This is the moment to upgrade the character ( ES swap if possible ). Red maps are punishing and damage fell off.
This is the point where the character needs to be upgraded. It became too sketchy to do expeditions and general mapping.
Swap to ES as fast as possible.
Gear








































Skills
Passive Tree

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Character Stats
Defence
- Effective Hit Pool
- 15.49K
- Life
- 3.63K
- Energy Shield
- 601
- Mana
- 156
- Phys Max Hit Taken
- 4.29K
- Armour
- 299
- Evasion
- 7.79K
- Ward
- 0
Resistances
- Fire Resistance
- 75%
- Cold Resistance
- 75%
- Lightning Resistance
- 75%
- Chaos Resistance
- -30%
Offence
- Total DPS
- 318.02K
- Crit Chance
- 11%
- Crit Multiplier
- 161%
Attributes & Utility
- Strength
- 88
- Intelligence
- 272
- Dexterity
- 170
- Movement Speed
- 36%